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Core Spell Options to Trap a High Level Dungeon
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<blockquote data-quote="Teulisch" data-source="post: 7511518" data-attributes="member: 6776022"><p>teleport circles. these can be permanant, and give one-way trasport to somewhere else. if, for example, the other side is broken with no easy way back, this could be a one-way ticket to the underdark or another continent. </p><p></p><p>mordenkainen's private sanctum is a great spell- can be permanant, covers up to a 100' cube, blocks all sound, the barrier appears dark and foggy, blocks all divniation sensors, teleports, and planar travel. and you can chose selectively from that list, to for example just get a scrying-proof area that blocks teleports and planar travel. this is a great spell for defeninding an area against magic from outside. </p><p></p><p>Forbiddance is a ritual that becomes permanent if cast for 30 days (so 30k gp to make permanent), protects up to 40k sq feet up to 30' high. it blocks teleports and portals against a specific type or types of creatures (celestial, fiend, fey, undead, elemental), and deals your choice of 5d10 radient or necrotic damage to any of those who start their turn inside the area. a password can bypass this damage. </p><p></p><p>for proper trap use, we stack the sanctum with forbiddance and hallow. lets say we have a lich, so inside the area deals necrotic damage to fey and celestials, blocks teleports and scrying, grants energy protection from radiant damage, and there is a teleport circle arrival point in a small room just outside this effect. the teleport circle that sends here belongs to a cult who send live restrained sacrifices to the lich for him to feed their souls to his phylactery (or else he will investigate why he didnt get sent food, and eat a cultist). </p><p></p><p>for guards and wards, remember it can have two stinking clouds. but mainly its an effect that slows intruders bit not guards, and stacks well with golems defending an area. cant see whats ahead, webs regrew in the the stairs behind, and the illusion covered an otherwise-obvious trapdoor in the floor? oh and the illusion-covered door behind you opened to let a golem out once you moved past it.</p></blockquote><p></p>
[QUOTE="Teulisch, post: 7511518, member: 6776022"] teleport circles. these can be permanant, and give one-way trasport to somewhere else. if, for example, the other side is broken with no easy way back, this could be a one-way ticket to the underdark or another continent. mordenkainen's private sanctum is a great spell- can be permanant, covers up to a 100' cube, blocks all sound, the barrier appears dark and foggy, blocks all divniation sensors, teleports, and planar travel. and you can chose selectively from that list, to for example just get a scrying-proof area that blocks teleports and planar travel. this is a great spell for defeninding an area against magic from outside. Forbiddance is a ritual that becomes permanent if cast for 30 days (so 30k gp to make permanent), protects up to 40k sq feet up to 30' high. it blocks teleports and portals against a specific type or types of creatures (celestial, fiend, fey, undead, elemental), and deals your choice of 5d10 radient or necrotic damage to any of those who start their turn inside the area. a password can bypass this damage. for proper trap use, we stack the sanctum with forbiddance and hallow. lets say we have a lich, so inside the area deals necrotic damage to fey and celestials, blocks teleports and scrying, grants energy protection from radiant damage, and there is a teleport circle arrival point in a small room just outside this effect. the teleport circle that sends here belongs to a cult who send live restrained sacrifices to the lich for him to feed their souls to his phylactery (or else he will investigate why he didnt get sent food, and eat a cultist). for guards and wards, remember it can have two stinking clouds. but mainly its an effect that slows intruders bit not guards, and stacks well with golems defending an area. cant see whats ahead, webs regrew in the the stairs behind, and the illusion covered an otherwise-obvious trapdoor in the floor? oh and the illusion-covered door behind you opened to let a golem out once you moved past it. [/QUOTE]
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